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disable texture menu for non-gl builds
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3833 fc73d0e0-1445-4013-8a0c-d673dee63da5
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faabc498a1
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2 changed files with 6 additions and 4 deletions
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@ -92,7 +92,9 @@ void M_Menu_Options_f (void)
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MB_CONSOLECMD("FPS Options", "menu_fps\n", "Set model filtering and graphical profile options."),
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MB_CONSOLECMD("FPS Options", "menu_fps\n", "Set model filtering and graphical profile options."),
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MB_CONSOLECMD("Rendering Options", "menu_render\n", "Set rendering options such as water warp and tinting effects."),
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MB_CONSOLECMD("Rendering Options", "menu_render\n", "Set rendering options such as water warp and tinting effects."),
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MB_CONSOLECMD("Lighting Options", "menu_lighting\n", "Set options for level lighting and dynamic lights."),
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MB_CONSOLECMD("Lighting Options", "menu_lighting\n", "Set options for level lighting and dynamic lights."),
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#ifdef GLQUAKE
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MB_CONSOLECMD("Texture Options", "menu_textures\n", "Set options for texture detail and effects."),
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MB_CONSOLECMD("Texture Options", "menu_textures\n", "Set options for texture detail and effects."),
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#endif
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#ifndef MINIMAL
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#ifndef MINIMAL
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MB_CONSOLECMD("Particle Options", "menu_particles\n", "Set particle effect options."),
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MB_CONSOLECMD("Particle Options", "menu_particles\n", "Set particle effect options."),
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#endif
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#endif
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@ -631,6 +633,7 @@ void M_Menu_Render_f (void)
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MC_AddBulk(menu, bulk, 16, 216, y);
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MC_AddBulk(menu, bulk, 16, 216, y);
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}
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}
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#ifdef GLQUAKE
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void M_Menu_Textures_f (void)
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void M_Menu_Textures_f (void)
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{
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{
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static const char *texturefilternames[] =
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static const char *texturefilternames[] =
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@ -697,9 +700,7 @@ void M_Menu_Textures_f (void)
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};
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};
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extern cvar_t gl_load24bit, gl_specular, gl_bump, gl_detail, gl_compress, gl_picmip, gl_picmip2d, gl_max_size, r_drawflat;
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extern cvar_t gl_load24bit, gl_specular, gl_bump, gl_detail, gl_compress, gl_picmip, gl_picmip2d, gl_max_size, r_drawflat;
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#ifdef GLQUAKE
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extern cvar_t gl_texture_anisotropic_filtering, gl_texturemode, gl_texturemode2d;
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extern cvar_t gl_texture_anisotropic_filtering, gl_texturemode, gl_texturemode2d;
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#endif
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int y;
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int y;
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menubulk_t bulk[] =
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menubulk_t bulk[] =
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{
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{
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@ -707,11 +708,9 @@ void M_Menu_Textures_f (void)
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MB_TEXT("\x80\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x82", false),
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MB_TEXT("\x80\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x81\x82", false),
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MB_CHECKBOXCVAR("Load Replacements", gl_load24bit, 0),
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MB_CHECKBOXCVAR("Load Replacements", gl_load24bit, 0),
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MB_CHECKBOXCVAR("Simple Texturing", r_drawflat, 0),
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MB_CHECKBOXCVAR("Simple Texturing", r_drawflat, 0),
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#ifdef GLQUAKE
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MB_COMBOCVAR("3D Filter Mode", gl_texturemode, texturefilternames, texturefiltervalues, "Chooses the texture filtering method used for 3D objects."),
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MB_COMBOCVAR("3D Filter Mode", gl_texturemode, texturefilternames, texturefiltervalues, "Chooses the texture filtering method used for 3D objects."),
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MB_COMBOCVAR("2D Filter Mode", gl_texturemode2d, texture2dfilternames, texture2dfiltervalues, "Chooses the texture filtering method used for HUD, menus, and other 2D assets."),
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MB_COMBOCVAR("2D Filter Mode", gl_texturemode2d, texture2dfilternames, texture2dfiltervalues, "Chooses the texture filtering method used for HUD, menus, and other 2D assets."),
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MB_COMBOCVAR("Anisotropy", gl_texture_anisotropic_filtering, anisotropylevels, anisotropyvalues, NULL),
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MB_COMBOCVAR("Anisotropy", gl_texture_anisotropic_filtering, anisotropylevels, anisotropyvalues, NULL),
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#endif
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MB_SPACING(4),
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MB_SPACING(4),
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MB_CHECKBOXCVAR("Bumpmapping", gl_bump, 0),
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MB_CHECKBOXCVAR("Bumpmapping", gl_bump, 0),
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MB_CHECKBOXCVAR("Specular Highlights", gl_specular, 0),
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MB_CHECKBOXCVAR("Specular Highlights", gl_specular, 0),
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@ -726,6 +725,7 @@ void M_Menu_Textures_f (void)
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menu_t *menu = M_Options_Title(&y, 0);
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menu_t *menu = M_Options_Title(&y, 0);
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MC_AddBulk(menu, bulk, 16, 216, y);
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MC_AddBulk(menu, bulk, 16, 216, y);
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}
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}
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#endif
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typedef struct {
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typedef struct {
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menucombo_t *lightcombo;
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menucombo_t *lightcombo;
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@ -841,7 +841,9 @@ void M_Init_Internal (void)
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Cmd_AddRemCommand ("menu_fps", M_Menu_FPS_f);
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Cmd_AddRemCommand ("menu_fps", M_Menu_FPS_f);
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Cmd_AddRemCommand ("menu_render" , M_Menu_Render_f);
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Cmd_AddRemCommand ("menu_render" , M_Menu_Render_f);
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Cmd_AddRemCommand ("menu_lighting", M_Menu_Lighting_f);
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Cmd_AddRemCommand ("menu_lighting", M_Menu_Lighting_f);
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#ifdef GLQUAKE
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Cmd_AddRemCommand ("menu_textures", M_Menu_Textures_f);
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Cmd_AddRemCommand ("menu_textures", M_Menu_Textures_f);
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#endif
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Cmd_AddRemCommand ("menu_teamplay", M_Menu_Teamplay_f);
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Cmd_AddRemCommand ("menu_teamplay", M_Menu_Teamplay_f);
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Cmd_AddRemCommand ("menu_teamplay_locations", M_Menu_Teamplay_Locations_f);
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Cmd_AddRemCommand ("menu_teamplay_locations", M_Menu_Teamplay_Locations_f);
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Cmd_AddRemCommand ("menu_teamplay_needs", M_Menu_Teamplay_Needs_f);
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Cmd_AddRemCommand ("menu_teamplay_needs", M_Menu_Teamplay_Needs_f);
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